Author Topic: Polarizer  (Read 10618 times)

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Offline Elsewhere

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Re: Polarizer
« Reply #15 on: February 14, 2011, 03:42:38 pm »
Happybobjr: Thanks! After implementing it, it's about 500 bytes smaller! I'll have to remember that Else!If trick for later.

z80man: It's not grayscale, but I'm planning on doing grayscale on another project, so thanks for the tip!

Anyway, I'm trying to figure out what to do with the extra space! I could either add content or improve upon some preexisting aspect. Or I could even just keep it the way it is and have a smaller game for doing so. Hmm...

Offline DJ Omnimaga

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Re: Polarizer
« Reply #16 on: February 14, 2011, 03:46:02 pm »
Do you mean extra space as in free memory? I guess it would be fine if the game remains at its current size, although if it's a Flash APP on its final release it's best to use all the 16384 bytes available. Some people prefer smaller games but large ones aren't necessarily bad (since they generally have more features)

Offline ztrumpet

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Re: Polarizer
« Reply #17 on: February 14, 2011, 03:47:38 pm »
I think it's fine to leave it as is.  It looks like a great game! ;D

Offline Elsewhere

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Re: Polarizer
« Reply #18 on: February 14, 2011, 05:39:47 pm »
Yeah, I guess I'm pretty close to being done, but I'm trying to get some music in there just because. Once I get that figured out, I guess I can finally call it quits on this one.

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Re: Polarizer
« Reply #19 on: February 14, 2011, 07:00:42 pm »
I you're having any trouble, you may want to look at these topics/posts:
http://ourl.ca/4129/100021
http://ourl.ca/6263

Good luck! ;D

Offline Elsewhere

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Re: Polarizer
« Reply #20 on: February 14, 2011, 10:16:11 pm »
Hm, but how would I go about getting the .8xvs onto my 84+? There's no GraphLink for 84s I can find anywhere and TI Connect won't accept them. Is there something I'm missing?

Offline ztrumpet

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Re: Polarizer
« Reply #21 on: February 14, 2011, 10:19:26 pm »
You could use CalcSys to change the file types if you needed to. :)

Offline DJ Omnimaga

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Re: Polarizer
« Reply #22 on: February 15, 2011, 04:51:22 am »
Strange, normally TI-Connect should accept 8xv files. Maybe they're corrupted?

Offline FinaleTI

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Re: Polarizer
« Reply #23 on: February 15, 2011, 05:36:00 am »
The problem is that MiditoAxe doesn't properly calculate the checksum. Opening them in Wabbit, then exporting them will fix this.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

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My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
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Offline Happybobjr

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Re: Polarizer
« Reply #24 on: February 15, 2011, 10:44:52 am »
Happybobjr: Thanks! After implementing it, it's about 500 bytes smaller! I'll have to remember that Else!If trick for later.

want me to optimise more?
I have never used pastebin before this :P  Now i realize that it can save me hours of transfers. :D
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Offline DJ Omnimaga

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Re: Polarizer
« Reply #25 on: February 15, 2011, 03:49:17 pm »
The problem is that MiditoAxe doesn't properly calculate the checksum. Opening them in Wabbit, then exporting them will fix this.
Oh ok. X.x Maybe Quigibo could fix this eventually?

Offline Elsewhere

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Re: Polarizer
« Reply #26 on: February 15, 2011, 06:28:32 pm »
Bah, well I can't find a 3.5 to 2.5mm adapter for my headphones. :P I guess I'll have to wait until I can get one. The exporting with Wabbit seemed to do the trick though, and I could send the files, so I guess it works. In the meantime I guess I can do some work on the actual song.

Happybobjr: Any optimization is good optimization! And it should provide me insight on how to make my files smaller in the future, so it's really helpful.

Offline Happybobjr

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Re: Polarizer
« Reply #27 on: February 15, 2011, 07:10:34 pm »
Any reason that with your L= checks, you have L=0 through L=16.  and L=18 through L=(big nnumber).

What about L=17?
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Offline Elsewhere

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Re: Polarizer
« Reply #28 on: February 15, 2011, 08:04:47 pm »
That's the empty level, and all the values are already set as 0 at the start of the LV label, so I didn't need anything for it. Also, I had 3 and 16 or something mixed around in there, but I eventually fixed it in the code.

Offline Happybobjr

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Re: Polarizer
« Reply #29 on: February 15, 2011, 08:21:13 pm »
That's the empty level, and all the values are already set as 0 at the start of the LV label, so I didn't need anything for it. Also, I had 3 and 16 or something mixed around in there, but I eventually fixed it in the code.

lol I just fixed that.  I did some other optimizations too.  But not as big as the first one.
There is quite a decrease in the source code size too :P
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